Shader "Fog Volume/RT viewers/RT_FogVolume"
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{
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Properties{
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[Toggle(RightEye)] _RightEye ("Right Eye?", Float) = 0
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[hideininspector] _MainTex("Base", 2D) = "" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ RightEye
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#include "UnityCG.cginc"
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#define red float4(1, 0,0,1)
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D RT_FogVolume;
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sampler2D RT_FogVolumeR;
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float4 RT_FogVolume_ST;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, RT_FogVolume);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// sample the texture
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fixed4 col = 0;
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#ifdef RightEye
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col = tex2D(RT_FogVolumeR, i.uv)/**red*/;
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#else
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col = tex2D(RT_FogVolume, i.uv)/**red*/;
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#endif
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return col;
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}
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ENDCG
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}
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}
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}
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